using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using Jogos;

namespace ex1_bola
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class GameBola : Microsoft.Xna.Framework.Game
    {
        //para gerar 20 bolas
        private const float NUMERO_BOLAS = 15;

        internal static Vector2 AreaJogo = new Vector2(800, 480);
       
        //passar os argumentos da bola para aqui para gerar-los aleatoriamente
        internal static Random r = new Random();

        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        List<Bola> bolas = new List<Bola>(); 

        Bola bola;
        //Bola bola2;

        // constructor
        public GameBola()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //e' melhor iniciar a bola no Update para que a bola carregue primeiro as suas propriedades (bola.cs) antes de iniciar e nao crashar o programa
            //bola = new Bola(100, 100, 40f, 50f);

            base.Initialize();

            //TouchPanel.EnableMouseTouchPoint = true;
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            Fundo.imagem = Content.Load<Texture2D>("Dragon_Ball_Z_ Saga Saiajins2");
            Bola.imagem = Content.Load<Texture2D>("bola");

            for (int i = 0; i < NUMERO_BOLAS; i++)
            {
                bolas.Add(new Bola());
            }

            bola = new Bola();
            //bola2 = new Bola();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            //Declarar os eventos antes das accoes dos objetos
            TouchCollection toques = TouchPanel.GetState(); 



            foreach (TouchLocation t in toques)
            {
                for(int i = bolas.Count - 1; i > 0; i--)
                {
                   if (bolas [i].Acertou(t.Position))
                   {
                       bolas.RemoveAt(i);
                   }
                }

            }

            // TODO: Add your update logic here
            foreach (Bola b in bolas)
            {
                b.Update(gameTime);
            }
            
            bola.Update(gameTime);
            //bola2.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            // TODO: Add your drawing code here
            Fundo.Draw(spriteBatch, gameTime);

            foreach (Bola b in bolas)
            {
                b.Draw(spriteBatch, gameTime);
            }

            bola.Draw(spriteBatch, gameTime);
            //bola2.Draw(spriteBatch, gameTime);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
